Infinite Potential Well: Recent Activity
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Mechanics | Planets and Gravity | Merge Gates | Madness | Venture into the House |
Recent updates to Infinite Potential Well: (Generated at 2025-09-07 10:33:16)
I laughed.
Inspired by this Tumblr ask and this Reddit post
Yeah, saccing a land like Unknown Shores for Channel the Suns's effect seems nutty.
Also. 7 mana on turn 3, anyone?
That “orcish forestry song” tho
Build-around uncommon for Modern Horizons maybe?
I definitely like the mechanic and think it could be strong too, and you're right, in certain formats, most things dont make it anyway...
Aether pools seems a bit good, cause all that even happens to you is that you lose the same amount of value as a tapland (well, i guess more, you're behind one mana for x turns), also there isn't really land removal before a certain turn... as a reward it's pretty sweet, but tbh probably fine considering we have urzatron in the older formats and the standard formats dont run a lot of five color where this shines hard, meaning it's good to play if you're playing 4 or 5 color standard... and could definitely see play in commander.
I'm hoping that the payoff of powering up will make it worth playing in Standard. In larger formats, well, most things don't cut it anyway. I know a few of these probably could see in Commander, the only format I actually play. Aether Pools is probably nuts in some decks, for example
Oops i thought the linked card was part of the cycle, my bad
Yeah this is a cool mechanic that would be pretty fun to see how it plays out, but likely in any high-tier environment (anything stronger than standards without op sets) it would probably be far more of a hinderance to play with/include because people would have more than enough answers for whatever you wanted to do, maybe even in their main deck.
The mechanic is more general than just this cycle. The trinket cycle needs exactly three counters to work. On most of the cards with it, the number of counters you can use is mostly unbounded, so you have to make the decision of when you're ready to stop powering it up and finally take advantage of the counters. But once you do, you can't go back to powering it up
pretty cool, i agree with vitenka
Also how does the dreadmaw take 3 turns to power up?
probably better to just have "
: Add a charge counter" - both because it's less lines of text, and because you're less likely to forget it if it works like evrything else.
Nice idea for a cycle though.
See Cybernetic Dreadmaw. Concept: cycle of trinkets that take three turns turns to charge, but can then be sacrificed for the effect of a powerful spell from the early days of Magic
See Manastatic Field.
See Trusty Healbot.
See Gatling Warden.
See Ticking Time Bomb.
See Aether Pools.
See Mechanical Hydra.
I like it!
See Mesmerizing Panflute.
See Mana Generator.